Juxio: Online Visual Creation Tool

What it is: Juxio is a new visual way to create and communicate.  The web application lets students take their own images (or images from Flickr, FaceBook, or Picasa) and add them to an image stream or panel.  Text descriptions can be added to the stream to describe the images.  Streams are where text and images get placed.  Streams expand in width as elements are added.  A Jux (Juxio creation) can be expanded vertically by adding additional streams.  This is useful for organizing content into categories or for comparison.  Each stream can have its own header to add meaning or depth to a Jux creation.  Events are used to visually segment streams.  For example, students might have an animal stream of pictures that is segmented into the events “mammals” and “reptiles”.  After students create a Jux, they can save it as a PDF file, print it, or share it online via email, Facebook, Twitter, or url.

How to integrate Juxio into your curriculum: Juxio is a fantastic online tool to use for online visual creation.  Students can mash-up text and photos to create their own Jux that can be used to organize information or display understanding.  Use Juxio for animal classification, vocabulary, historical time lines, changes over time, to tell a linear story, or display any information in an organized fashion.  Take pictures of a science experiment for students to turn into a Jux, they can start at the beginning of the experiment adding captions to each picture.  Text boxes can be added for students to type in their hypothesis at the beginning of the experiment and to add a concluding statement at the end.  Take pictures of a school field trip and create a Juxio to tell the story of what happened on the field trip.  A Jux can be created individually by students in a computer lab setting, or by a whole class using an interactive whiteboard.  Class Juxio’s can be created to display new learning, each student contributing to one Jux.  The finished product can be printed and saved in the classroom with the URL sent home so students can access the learning from anywhere.  Use Juxio in place of a traditional Friday newsletter.  Take pictures of students throughout the week, add captions explaining what learning happened during the week and add a stream for upcoming events and reminders.  Anytime you add student pictures to a newsletter, the chance that a parent takes the time to read it goes way up!

Tips: Juxio requires an email address for sign up.  In addition, students must be 13 or older to obtain their own account.  If you teach younger students, create a class account where you are the owner.  Students can create a Jux using the class account and save it with their name in the title.

Juxio offers the option to purchase the finished Jux as a poster.  Prices are very reasonable and can be used for customized classroom decoration.  Cool!

If your school has access to an iPod Touch or iPad lab, Juxio can be downloaded directly to the device as an application.

Please leave a comment and share how you are using Juxio in your classroom!



Animation Chefs: Kids learn animation


What it is: Animation Chefs is a fun website/blog that teaches kids how to create their own animations using stop motion video techniques.  The Animation Chefs teach how to create animations using a “secret” recipe.  To create animations you need two things: a camera and a computer.  Animation Chefs aim to help young producers of stories and animation learn about the latest and greatest ways to get their content created.  The blog will continually be adding tips, tricks, and tutorials for creating online animated videos.

How to integrate Animation Chefs into your curriculum: Animation Chefs is a great place for students (and teachers) to learn the tricks of stop motion animation.  Students can use this site to learn new techniques and get advice for creating their own videos.  My students loved creating their own videos.  Any time I mentioned a video project, the students would ask daily when we would start with it.  Our students have grown up in the video generation and this is one of the languages they want to learn to speak in.  Visit Animation Chefs as a class to learn about stop motion animation, for inspiration, and to learn new tricks.  If you have students that are particularly intrigued by using video to tell a story, this is a great place for them to learn the tricks of the trade.  Often we as teachers shy away from lessons that we aren’t familiar with.  With Animation Chefs, even if you aren’t familiar with creating stop motion animation, you can provide a fun learning experience for your students.  How can your students use stop motion videos for learning?  Students can tell any story, illustrate their learning, explain a difficult concept, reflect on learning, or create videos for younger students/grade levels.  In my computer classroom, I had students take a picture of themselves every single time they logged into the computers during the school year.  We put all of the pictures in a “me” folder on their desktop, labeling each picture with the date.  The last week of school, we created a stop motion video with all of the pictures by putting them into iMovie and setting the picture clip to 1 second.  Students added music that they created in Garageband and a title page.  The end result: each had videos of their school year where they could watch themselves “grow” up.  This works especially well in second through fifth grade where the changes in a years time are marked.

Tips: Animation Chefs has a Twitter page, if your class is on Twitter, they may be a good tweep to follow as a class.

Please leave a comment and share how you are using Animation Chefs in your classroom!

Death in Rome

What it is: Death in Rome is an interactive history experience from the BBC.  The game takes place in the year 80AD where Tiberius Claudius Eutychus is found dead in his apartment.  Students must put their sleuth skills to work as they investigate clues scattered around the room to solve the mystery.  They have until dawn to crack the case.  In addition to clues in the room, students can “talk” to modern-day experts for additional information, and interrogate witnesses.

How to integrate Death in Rome into your curriculum: Death in Rome is a fantastic exercise in critical thinking, reasoning, and deduction.  Students will learn about ancient Rome, using clues to solve a mystery, and find out how engaging and interesting history can be.  Death in Rome would make a great partner activity.  Students can work together in teams to solve the crime.  When each team has cracked the case, they can share the strategy they used and the clues that tipped them off to the solution.  If you don’t have access to a lab setting, solve the case as a class using a projector or interactive whiteboard.  Students can take turns at the board acting as investigators and leading the investigation.  As the game progresses, those students at their seats can make note of the clues and offer conjectures as to what the clues reveal about the death.

Tips: Because of the subject matter, this game probably isn’t appropriate for students under the age of 10.  I recommend playing through the game yourself to decide if it is appropriate for your age group.  Older students will enjoy playing investigator!

Please leave a comment and share how you are using Death in Rome in your classroom!

Flixtime: Video slideshow creator

What it is: Flixtime is an online tool that lets students create 60 second video slideshows.  Slideshows can contain videos, pictures, text and music. The interface of Flixtime is easy to use; it looks a lot like the timelines used in iMovie and would be a great way to introduce students to the idea of video timelines and a separate sound track.   With Flixtime, students can adjust the screen resolution of their video and choose a speed for their slideshow to play.  As I used Flixtime, I couldn’t get over how much like Animoto it is.  If you need an alternative to Animoto, this is your tool!

How to integrate Flixtime into your curriculum: Flixtime is a great tool for telling a story.  Students can use Flixtime to tell a story about their learning, to illustrate a science experiment, to create a video timeline of a historical event, to illustrate vocabulary, to create an auto-bio poem, or to create a custom public service announcement.  Flixtime is an easy way for students to create something new and demonstrate understanding on any topic.  My students have used video slideshows to create math story problems for a buddy to solve, they turn out great and sure beat the dry story problems from math textbooks!  Flixtime videos can be saved on the student Flixtime account, embedded in a class blog/wiki/website, emailed, and even downloaded!

Tips: Flixtime requires an email account for sign up.  The email account doesn’t need to be verified which means that students can sign up with a temporary email account from tempinbox or mailinator.  If you teach elementary students, create a class Flixtime account where students can create and save videos.  This ensures that you know what is being posted and puts the videos all in one place for easy viewing.

Please leave a comment and share how you are using Flixtime in your classroom!

Pinball: Bounce Ideas Around

What it is: Pinball is a neat site from the BBC that helps students kick-start new ideas to get thoughts flowing and develop creative talents. There are four tools that will help students brainstorm and bounce ideas around. Dot Dash is for firing out ideas, start with a main idea and branch out with connected ideas in a web.  Drop Zone is for making quick decisions, add ideas, name the zones, click “go”.  As ideas speed by, quickly make a decision and select a zone; analyze the results.  Snap Shot lets kids play with images; here they can upload an image or select a random image or word in “Lucky Dip” and then use the tools to play with the idea. Students can reflect, rotate, scale, bend, erase or cut an image or word to get different effects.  Wild Reels is for mixing up ideas.  Students can create reels of images and words, then they can label the reels.  When the ideas are all in, the ideas can be “spun” to see what combination comes up.  In each of the tools, the results can be “flipped” to another Pinball tool.  Each tool allows students to think about a subject and explore ideas they may have about the subject.

How to integrate Pinball into your curriculum: Pinball is a fantastic tool to help kids think through their ideas for writing, research, science hypothesis, making connections in their learning, brainstorming, and fleshing out ideas.  Each tool is designed to let students think visually in a way that lets their ideas flow freely.  The integration of one tool with another is really helpful for transferring loosely related thoughts into a more cohesive thought process.  Pinball can be used for whole class thinking with an interactive whiteboard or projector connected computer.  For example, as students read about a time period in history, and related events, they can use Dot Dash to show how the events and people are related.  Students can each add to the class understanding of the time period.  Drop Zone would be a great way for students to generate ideas for a creative writing, or journal project.  Students can enter the ideas they have and let Drop Zone help them decide which to write about.  Bookmark Pinball on classroom computers so that students can use them as an inspiration station center.  Any time your students need to bounce ideas around or think through their learning visually they can visit Pinball and work through their ideas.  Pinball would also be helpful for structuring thinking prior to a research report, or science experiment.  If you have access to a computer lab or 1-to-1 setting, allow your students time to think about their learning and connect new learning to knowledge frameworks they have already built.  The possibilities with these tools are endless.

Tips: Pinball offers links to additional thinking tools that are available on the web including Exploratree, Mind Tools, bubbl.us, Aviary, Mind 42, and Wisemapping.  Each of these tools is fantastic for mind mapping, creative thinking, brainstorming, and visualizing ideas.

Please leave a comment and share how you are using Pinball in your classroom!

Graphic Novel Creator: Comic Master

What it is: The Graphic Novel Creator: Comic Master is a portion of the Read Me program (learn about it here).  This is a really cool online comic creator, the interface is fun to use and very intuitive.  It is obviously geared toward students with a great look and even an embedded music player.  I love the details on this site, including the headline “Reading isn’t only in books, it’s everywhere!”.  Using the Graphic Novel Creator, students can create their own multi-page graphic novels with interesting backgrounds, characters, props, and customized text.  The graphic novels can be saved and printed out.

How to integrate Graphic Novel Creator: Comic Master into your curriculum: Graphic novels are becoming increasingly popular reading material, particularly for boys.  They have even the most reluctant readers excited to pull out a book.  Now those kids who love reading graphic novels, can create their own.  A graphic novel is a great way for students to show what they know.  They can create a graphic novel re-tell of a story as a book report, describe a science experiment, re-tell a portion of history with a superhero twist, practice another language by telling a story, even define and demonstrate understanding of vocabulary words.

Tips: Be sure to check out the read me site for great teachers notes, ideas, and additional resources for teaching with the Graphic Novel Creator.  A special thank you to @thebookchook for introducing me to this tool!

Please leave a comment and share how you are using Graphic Novel Creator: Comic Master in your classroom!

The Augmented Reality Library

What it is: Okay, so the augmented reality library doesn’t exactly exist, but I ran across a few items today that had me dreaming about what augmented reality could do for a library.  First a definition for those of you unfamiliar with augmented reality.  Wikipedia has this definition for augmented reality (AR): “a term for a live direct or indirect view of a physical real-world environment whose elements are augmented by virtual computer-generated imagery.”  If that is a little cumbersome for you, let me give you my definition.  Augmented Reality generally uses a camera to let you overlay virtual data on top of the physical world you are seeing through your camera lens.  The virtual data could be a map, information, multimedia, or even look like a holograph that you can manipulate.  For a really simple explanation you can check out this AR Common Craft Video.  Augmented reality apps are available for many devices, the iPhone, Android and now the iPod Touch.  Layar is a cross-platform app that is a reality browser that contains a large catalog of data layers.  The AR apps use geolocation data from the GPS to layer data over the physical view.  Junaio is another app that uses markers to help the device determine it’s location.  When GPS isn’t available, AR markers can be used.  These are square black and white barcodes that store data.  You may have seen the AR markers begin to pop-up on advertising, grocery items, and books.  The markers allow a device to gather data about the product and overlay that data on top of your physical view.

How to integrate Augmented Reality into your library: You may be wondering how augmented reality could be used in a library.  I recently read an article in the School Library Journal that got my wheels spinning about the ways augmented reality could transform the library experience.  In the article they suggest putting AR markers on a book cover so that when a device is used, a librarian could walk across the book jacket and deliver a quick review of the title.  Markers inside books could cause 2D diagrams or images to come alive as 3D interactive simulations.  Another idea I loved was to create a literary tour using an AR program, which would describe locations that appear in a book.  When you actually travel to that place, the text that took place there could pop up along with additional information or content.  Each of these ideas is amazing in itself but thinking of transforming a school library, here are the ideas I came up with:

  • Connecting your card catalog with augmented reality so that students could search for a book or topic from their mobile device and instantly get a layer that directs them to books that may be of interest.
  • Connecting a tool like Shelfari, where students keep a virtual bookshelf and rate the books they have read ,with augmented reality.  Students could instantly ask for books that are recommended based on their ratings of other books and recommendations could pop up in a layer directing students to those recommendations.
  • Turning booktrailers (professionally created or student created) into an augmented reality layer.  Students could use an AR marker on the book cover and instantly watch a booktrailer about the book.
  • A this day in history layer where a fact pops up each day describing an event in history, the layer could then direct students to additional information, include a video or challenge of some kind.
  • Connect AR to a search engine so that when students are researching a topic, book recommendations pop up in a layer with directions on where to find them.
  • Our library is often a showcase of student work, what if each diorama, piece of artwork, or project had an AR marker on it?  Students could record themselves (either audio or video) describing their work.  This could be attached to an AR marker so that as students viewed other’s work, they could get an introduction to it by the creator. (This would be awesome for parent teacher conference time as well!)
  • AR Markers next to the computers could remind students of important Internet safety rules, the school acceptable use policy, and what to do if they have been bullied.
  • The school librarian could have a special selection of books each month that contain an AR marker linked to the librarian reading the story.
  • Does your school have author visits or use the Skype an Author network?  If so record the author (audio or video) and connect it to AR markers on their books.
  • Label the areas of the library using AR so that ESL and ELL students can get a vocabulary lesson as they walk through the library.

AR could bring libraries to life in new and exciting ways.   What ideas do you have for the use of AR in the library?

Tips: Currently this technology isn’t as easy as download and go for the library.  Content needs to be created, and background building has to be done.  For now you can download Layar to get a feel for how augmented reality works.   You can also visit the “Create” section to create your own layers of AR (this is how you could make some of these ideas happen).   Junaio also allows you to create a channel that offers information.  Junaio makes it very easy to add information by tagging directly within the application.  You can tag your library with comments, pictures, audio, or 3D objects.  If you are using AR in your library please let us know more about it!

Want to see more AR tools? Here are some that I’ve reviewed.

Please leave a comment and share how you are using Augmented Reality in your library.

Save the Words

What it is: Save the Words is a site that celebrates words by “saving” words that are becoming forgotten and left behind in the English language.  I learned about the site today from @BookChook on her wonderful literacy blog.  The site has a simple premise, words are displayed graphically, when your roll your mouse over them they call out to you “pick me”, clicking on a word displays the definition, part of speech, and a contextual example of the word.  Signing up on the site allows you to adopt words.  I love the mission of this site, on the f.a.q. page they state that “Words are the cornerstone of language. The more words we have, the richer our vocabulary. Words allow us to communicate precisely.  Without the right word to describe something, well…we’d be speechless.”  So true, words bring so much color to language, it is a shame to use the same words over and over.  I am certainly guilty of this in my overuse of words like fantastic, outstanding, wonderful, amazing, great, nice, fun, etc.  in blog posts.  Surely there are many more appropriate words that describe the tool I am reviewing more precisely, but we become lazy in language and use words that are easy and we don’t have to think about.

How to integrate Save the Words into your curriculum: Save the Words is a site with a beautiful goal, preserving words to keep language rich and powerful.  Most of the words on the site are new to me, but I was surprised at how many of them I could make an educated guess about  meaning based on what I already know about words.  Use Save the Words in your classroom (at any age) to enrich your students vocabulary, help them identify word patterns and meaning clues, and to help them appreciate words.  Choose a word to adopt each day as a class using a class account (adopting a word requires an email address).  Commit to using the word at some point during the day.  My elementary age students loved learning new words, especially words that they found out parents and other teachers didn’t know.  They become the experts.  In my class, I often had a secret word of the day.  I would casually mention what the secret word was at some point in the morning.  Throughout the day if I needed my student’s attention I would ask for the secret word, immediately students were silent with their hands raised to give me the word.  Save the Words would be the perfect place to draw those secret words from.

Students could also keep a journal or word list of all of the words they have adopted, I could see this being especially popular with the Webkins age group.  The words are often difficult, but I don’t think that is any reason to exclude them from the classroom vocabulary!

Today I adopted the word antipelargy: reciprocal or mutual kindness; love and care of children.

Tips: You can sign up for a word of the day delivered directly to your email on Save the Words.

Please leave a comment and share how you are using Save the Words in your classroom!

Mission U.S.

What it is: Mission U.S. is a brand new multimedia adventure game site (currently a preview site) that is set to officially launch September 21, 2010.  The site will feature interactive adventure games that are set throughout U.S. history.  The first game, Mission 1: For Crown or Colony, is available for play now.  In For Crown or Colony, student play Nat Wheeler, a 14 year old printer’s apprentice in 1770 Boston.  As students explore Boston 1770, they will encounter merchants, soldiers, sailors, poets, Patriots, and Loyalists.  The game helps students virtually experience the rising tensions of 1770 and ultimately asks them to choose where their loyalties lie.  The website is extremely classroom friendly, teachers can use the teacher tools to manage classrooms and track student progress.  The teacher page is incredible, on it you will find everything from models of instruction, to a synopsis of each stage of the game, to additional tips and resources, and a downloadable version of the game.  From the looks of the site there are more great adventures in history to come!

How to integrate Mission US into your curriculum: Mission U.S. looks like it is going to be an amazing collection of adventure games that drop your students right in the middle of American history.  Students will really understand the history they are learning as they meet historical characters, learn about the conflicts of the day, and are asked to make decisions of loyalty.  A textbook just can’t provide this kind of up-close-and-personal experience with history.  Use the Mission U.S. game and resources to immerse your students in history.  Student progress can be tracked making it easy to use in the classroom as a center or in a lab setting.

Tips: Students can even play the pennywhistle in the mini game, Pennywhistle hero.

Please leave a comment and share how you are using Mission US  in your classroom!

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ArcGIS Explorer Online

What it is: ArcGIS Explorer Online is a neat mapping experience powered by BING that lets you use, create, and share ArcGIS (Global Information System) maps online.  The online software lets you read and write ArcGIS maps that can be used with the website, ArcGIS for the iPhone, and ArcGIS desktop version.  Mark up maps with notes that have photos, text, and links embedded directly in the map. Measure distances on the map and include them as a layer of the map.    Create a presentation in the map that guides viewers from one location on the map to another.

ArcGIS lets you create an interactive map experience.
1. choose a basemap to display your GIS data on top of.
2. Click on one of the map notes shapes to add a GIS note to your map.
3. Click "edit note" along the bottom of the note and add text, a picture, and a link.
Create a slideshow presentation of you map by clicking "Edit Presentation"
Click "Capture New Slide" to take a screen shot of your map to become a slide in the presentation.
Format the slide with the formatting tools above the map. View slides in the slide pane to the left of the map.
Click the home tab to return to the default tool bar. (You can switch back and forth between the two).
Click Measure to measure distances on the map. Click "add to map" if you want to add the measurement to the map.

How to integrate ArcGIS Explorer Online into your curriculum: ArcGIS Explorer is an impressive online mapping tool.  Use it to create guided tours for your students that can be played on classroom computers as an independent learning system or on the interactive whiteboard as a whole class map tour.  Embed links to informational websites, pictures relating to learning, and text to help guide your students through their journey.  Do one better by asking your students to create a map where they layer information, pictures, measurements, etc. on a map.  Students could create and swap tours of their home town with pen pals/blogging buddies around the world.  Create historical maps by adding notes with primary sources, pictures, links to additional learning (or blog posts that your students have written), and text that indicates the importance of the place.  Create literary maps by making note of key locations in literature that students are reading.  Students can add a note to the map with a quote from the book or a description of what happened there.  When they are finished reading, students can create a presentation/tour of the literature by creating a slide out of each place in the book.  An interactive literary tour of learning beats a traditional book report hands down!  ArcGIS would be a really neat way to plot a Flat Stanley project in the elementary classroom!

Tips: ArcGIS requires the Microsoft Silverlight plugin to work.  You can download Silverlight for free directly from the ArcGIS website.

Please leave a comment and share how you are using ArcGIS in your classroom!